Overview

Micropolis is based on the original SimCity from Electronic Arts / Maxis, and designed and written by Will Wright. It is available for X Window System on Unix workstations.

I really like Micropolis, but it is not easy to play it by iPhone in the mobile computing age because of its original design. So I tried to created an iOS application 'CTMayor' to recall happy hours of the original SimCity.

I wrote fresh code on iOS platform to remake the original SimCity logic and user interactive concept. Most graphics, music, map and text materials come from public domain licensed by Creative Commons License or General Public License. The core data structure design is inspired by the Micropolis heavily.

Goals

Whether you take over an existing city or build your own, you are the Mayor and City Planner with complete authority.

Your city is populated by AI Citizens. Like their human counterparts, they build houses, condos, churches, stores and factories. And, also like humans, they complain about things like taxes, mayors, and city planners. If they get unhappy, they move out; you collect fewer taxes, the city deteriorates.


You can pick 'the city' and other scenarios when you start a new game.

Rules

The Rules are based on city planning and management, including:

Strategy

While every game is different, there's a basic strategy which most players follow, especially at the start of the game.

But the most important strategy of all is practice. Test your plans and ideas as you watch the city grow or shrink through the immigration and emigration of industrious AI Citizens. Citizens will move in and build homes, hospitals, churches, stores and factories in the zones you provide, or move out in search of jobs or a better life elsewhere. The success of the city is based on the quality of the city you design and manage.

Tactics

The main points to keep in mind while growing a city are:

Terrains

There are three types of terrain: Open Land, Trees, and Water.

Open Land is where you can zone and build. It is shown as brown with dark brown speckles.

Trees and Forests are shown as green, with dark green speckles. You cannot zone or build on trees. You may bulldoze trees and forests to turn them into clear land. While some bulldozing is necessary, clearing away too much green area will result in lower property values.

Water is shown as blue, with dark blue speckles. You cannot zone or build on water. You must bulldoze coastlines to create landfills before you can build or zone there

Tools

Beginning

To begin a city, we need: places for citizens to live, places for citizens to work, and power.

Select the Residential tool, then scoll the map to find the terrain you want to build a residential zone. Tap in the map to place the first residential zone. The 'R' in the zone center indicates that it is a Residential Zone. The flashing lightning symbol means that the zone has no power. Place a few more Residential Zones next to the first one.

Now decide where to position a Power Plant in your city. Select the Power Plant tool, a Coal or Nuclear plant. Place the Power Plant in some open space near your Residential Zones. If your Power Plant is not directly adjacent to a Residential Zone, you'll need to run a Power Line from your Power Plant to the Residential Zones.

To do this, select the Power Line Tool. Then tap to lay Power Lines from your Power Plant to your Residential Zones. Adjacent Power Line sections will automatically connect to each other. Road and Rail lines connect in the same manner.

In a moment, the flashing symbols in the Residential Zones will disappear, indicating that your zones have been powered. Any zones that are adjacent to a powered zone do not need separate Power Lines run to them. Soon you will see small houses start to appear. The citizens have started to move in!

Once there are a few Residential Zones, where citizens can live, you need to make it possible for your new residents to find jobs. They can't all work at the power plant!

Now you're ready for Commercial and Industrial areas; places for citizens to work, shop, and transact business. Select the Commercial tool and place a few Commercial Zones near your Residential ones. Then select the Industrial Icon and place some Industrial Zones. Connect all necessary Power Lines.

Notice that as you select different Tool Icons, the icon's description and its associated cost will be displayed in the Tool Cost field near the lower left corner. The Current Funds field near the tool cost field displays your total funds available.

Now select Road tool and add Roads from your Residential housing to the Commercial and Industrial areas to allow the citizens to commute to work. Road sections connect themselves like Power Line sections. Once you have Roads, traffic will be generated.

Budget

When your first taxes are collected in a new city, and each year after, the Budget Adjusting Page will appear.

You will be asked to set the funding levels for the fire, police, and transportation departments, and to set the property tax rate.

You can raise and lower the tax rate and budget levels by dragging the sliders corresponding to each category.

Tapping the year area in the status bar, you can view the final budget report of this year if it is ready, but you can not change property tax rate and the funding levels from the Budget Report Page.

CashFlow = TaxesCollected - TotalAllocatedFunds

Map

Tapping the city name area in the status bar, the Map Page shows the entire area of your city.

Try the different map views by selecting from the following types: Power grid, Population density, Traffic density, Pollution density, Crime rate, Fire protection, Police protection, Land value and Rate of growth.

You will need this information to build and adjust conditions in your city. For example, you can pinpoint the areas with the highest crime to determine locations for new police stations.

Tapping in the small map view will quit the map view mode, and scroll the main map to the location you tapped.

The Map Page should be constantly referred to in all stages of city planning, building and managing.

Evaluation

Tapping the rating area in the status bar, you can view the public opinion and statistics of the city.

Public Opinion is presented in poll form, rating your overall job as Mayor and listing what the public regards as the city's most pressing problems. You are advised to keep your residents happy or they might migrate away, and you will be left with a 'ghost town.'

In general, if more than 55% of the populace thinks you are doing a good job, then you can feel secure of keeping your job.

If 10% or less of the people think something is a problem, then it's not too bad.

A large population is not necessarily a sign of a successful city. Population size does not affect the overall city score, since low population could indicate a new or growing city.

Since city growth rate does affect the overall city score, a city in which growth has been intentionally stopped for environmental or aesthetic reasons will have a slightly lower score.

History graphs

Tapping the RCI graph area in the status bar, additional information can be gained through the available Graphs.

Unlike maps, which only show the current state of your city, the Graphs give you a record of the past so you can gauge trends and cycles.

You can toggle between 10 year and 120 year graphs, by tapping the right top of the Graph page.

The Graphs give information on many of the same factors as the maps, but show the information over time. Graphs are for locating trends in city life that won't be noticeable in a map. If you look at a map, for example the Crime Rate Map, a very slight rise in the crime rate will not be noticeable. But on the Crime Rate Graph, you would easily locate the upward trend in crime because you will be viewing the levels for a number of years at the same time.

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Speed

Tapping the clock area in the status bar, you can adjust the game speed.

Disaster

Disasters will randomly occur as you play. At higher game levels the disasters will happen more often.

Monster Attacks are provoked by high levels of pollution.

A monster destroys everything in its path, starts fires, and causes planes, helicopters, trains, and ships to crash.